<TagAttribute("dialogue","udlg","????","????",1,4112)>
Public Class DIALOGUE_TAG
Inherits HaloTag
Public Const Extension as String = "dialogue"
Public Const FourCC as String = "udlg"
Public Const ParentFourCC as String = "????"
Public Const GrandParentFourCC as String = "????"
Public Const [Version] as Short = 1
Public Const HeaderLength as Integer = 4112

''' <summary>
''' 
''' </summary>
<TagField("", 2, -1)>
Public padding as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 2, -1)>
Public padding_1 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 12, -1)>
Public padding_2 as Byte()

''' <summary>
''' vocalizations generated at intervals when nothing else is happening.
''' </summary>
#Region "idle"

''' <summary>
''' played randomly and intermittently whenever we aren't in combat
''' </summary>
<TagField("idle noncombat", 16, 10)>
Public idle_noncombat as New TAG_REFERENCE

''' <summary>
''' played randomly and intermittently whenever we're in combat
''' </summary>
<TagField("idle combat", 16, 10)>
Public idle_combat as New TAG_REFERENCE

''' <summary>
''' played continuously while we are fleeing
''' </summary>
<TagField("idle flee", 16, 10)>
Public idle_flee as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_3 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_4 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_5 as Byte()

''' <summary>
''' vocalizations generated automatically when damaged; interrupt everything except scripted dialogue.
''' </summary>
#End Region
#Region "involuntary"

''' <summary>
''' took body damage
''' </summary>
<TagField("pain body minor", 16, 10)>
Public pain_body_minor as New TAG_REFERENCE

''' <summary>
''' took a significant amount of body damage
''' </summary>
<TagField("pain body major", 16, 10)>
Public pain_body_major as New TAG_REFERENCE

''' <summary>
''' took shield damage
''' </summary>
<TagField("pain shield", 16, 10)>
Public pain_shield as New TAG_REFERENCE

''' <summary>
''' took damage from falling
''' </summary>
<TagField("pain falling", 16, 10)>
Public pain_falling as New TAG_REFERENCE

''' <summary>
''' screaming in fear (falling to your death, explosive stuck to you)
''' </summary>
<TagField("scream fear", 16, 10)>
Public scream_fear as New TAG_REFERENCE

''' <summary>
''' screaming in pain (being flamed)
''' </summary>
<TagField("scream pain", 16, 10)>
Public scream_pain as New TAG_REFERENCE

''' <summary>
''' limb body part (arm or leg) was destroyed
''' </summary>
<TagField("maimed limb", 16, 10)>
Public maimed_limb as New TAG_REFERENCE

''' <summary>
''' head body part was destroyed
''' </summary>
<TagField("maimed head", 16, 10)>
Public maimed_head as New TAG_REFERENCE

''' <summary>
''' died from minor damage, or was unprepared
''' </summary>
<TagField("death quiet", 16, 10)>
Public death_quiet as New TAG_REFERENCE

''' <summary>
''' died from violent trauma
''' </summary>
<TagField("death violent", 16, 10)>
Public death_violent as New TAG_REFERENCE

''' <summary>
''' died from falling
''' </summary>
<TagField("death falling", 16, 10)>
Public death_falling as New TAG_REFERENCE

''' <summary>
''' died in a horribly painful fashion (burnt to death)
''' </summary>
<TagField("death agonizing", 16, 10)>
Public death_agonizing as New TAG_REFERENCE

''' <summary>
''' died instantly
''' </summary>
<TagField("death instant", 16, 10)>
Public death_instant as New TAG_REFERENCE

''' <summary>
''' died and was blown up into the air
''' </summary>
<TagField("death flying", 16, 10)>
Public death_flying as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_6 as Byte()

''' <summary>
''' 
''' </summary>
#End Region
#Region "hurting people"

''' <summary>
''' hurt a friendly AI
''' </summary>
<TagField("damaged friend", 16, 10)>
Public damaged_friend as New TAG_REFERENCE

''' <summary>
''' hurt a friendly player
''' </summary>
<TagField("damaged friend player", 16, 10)>
Public damaged_friend_player as New TAG_REFERENCE

''' <summary>
''' hurt an enemy
''' </summary>
<TagField("damaged enemy", 16, 10)>
Public damaged_enemy as New TAG_REFERENCE

''' <summary>
''' hurt an enemy: comment to friend
''' </summary>
<TagField("damaged enemy cm", 16, 10)>
Public damaged_enemy_cm as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_7 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_8 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_9 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_10 as Byte()

''' <summary>
''' 
''' </summary>
#End Region
#Region "being hurt"

''' <summary>
''' hurt by a friendly AI
''' </summary>
<TagField("hurt friend", 16, 10)>
Public hurt_friend as New TAG_REFERENCE

''' <summary>
''' hurt by a friendly AI: response from that friend
''' </summary>
<TagField("hurt friend re", 16, 10)>
Public hurt_friend_re as New TAG_REFERENCE

''' <summary>
''' hurt by a friendly player
''' </summary>
<TagField("hurt friend player", 16, 10)>
Public hurt_friend_player as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy
''' </summary>
<TagField("hurt enemy", 16, 10)>
Public hurt_enemy as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy: response from the enemy that hurt us ('you like that?')
''' </summary>
<TagField("hurt enemy re", 16, 10)>
Public hurt_enemy_re as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy: comment from a friend of ours
''' </summary>
<TagField("hurt enemy cm", 16, 10)>
Public hurt_enemy_cm as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with bullets
''' </summary>
<TagField("hurt enemy bullet", 16, 10)>
Public hurt_enemy_bullet as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with needles
''' </summary>
<TagField("hurt enemy needler", 16, 10)>
Public hurt_enemy_needler as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a plasma bolt
''' </summary>
<TagField("hurt enemy plasma", 16, 10)>
Public hurt_enemy_plasma as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a sniper weapon
''' </summary>
<TagField("hurt enemy sniper", 16, 10)>
Public hurt_enemy_sniper as New TAG_REFERENCE

''' <summary>
''' a grenade is stuck to us
''' </summary>
<TagField("hurt enemy grenade", 16, 10)>
Public hurt_enemy_grenade as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with an explosive weapon
''' </summary>
<TagField("hurt enemy explosion", 16, 10)>
Public hurt_enemy_explosion as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a melee weapon
''' </summary>
<TagField("hurt enemy melee", 16, 10)>
Public hurt_enemy_melee as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with flamethrower
''' </summary>
<TagField("hurt enemy flame", 16, 10)>
Public hurt_enemy_flame as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a shotgun
''' </summary>
<TagField("hurt enemy shotgun", 16, 10)>
Public hurt_enemy_shotgun as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a vehicle
''' </summary>
<TagField("hurt enemy vehicle", 16, 10)>
Public hurt_enemy_vehicle as New TAG_REFERENCE

''' <summary>
''' hurt by an enemy with a fixed weapon
''' </summary>
<TagField("hurt enemy mountedweapon", 16, 10)>
Public hurt_enemy_mountedweapon as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_11 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_12 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_13 as Byte()

''' <summary>
''' 
''' </summary>
#End Region
#Region "killing people"

''' <summary>
''' killed a friendly AI
''' </summary>
<TagField("killed friend", 16, 10)>
Public killed_friend as New TAG_REFERENCE

''' <summary>
''' killed a friendly AI: comment from a friend
''' </summary>
<TagField("killed friend cm", 16, 10)>
Public killed_friend_cm as New TAG_REFERENCE

''' <summary>
''' killed a friendly player
''' </summary>
<TagField("killed friend player", 16, 10)>
Public killed_friend_player as New TAG_REFERENCE

''' <summary>
''' killed a friendly player: comment from a friend
''' </summary>
<TagField("killed friend player cm", 16, 10)>
Public killed_friend_player_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy
''' </summary>
<TagField("killed enemy", 16, 10)>
Public killed_enemy as New TAG_REFERENCE

''' <summary>
''' killed an enemy: comment from a friend
''' </summary>
<TagField("killed enemy cm", 16, 10)>
Public killed_enemy_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy player
''' </summary>
<TagField("killed enemy player", 16, 10)>
Public killed_enemy_player as New TAG_REFERENCE

''' <summary>
''' killed an enemy player: comment from a friend
''' </summary>
<TagField("killed enemy player cm", 16, 10)>
Public killed_enemy_player_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy covenant
''' </summary>
<TagField("killed enemy covenant", 16, 10)>
Public killed_enemy_covenant as New TAG_REFERENCE

''' <summary>
''' killed an enemy covenant: comment from a friend
''' </summary>
<TagField("killed enemy covenant cm", 16, 10)>
Public killed_enemy_covenant_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy flood combat form
''' </summary>
<TagField("killed enemy floodcombat", 16, 10)>
Public killed_enemy_floodcombat as New TAG_REFERENCE

''' <summary>
''' killed an enemy flood combat form: comment from a friend
''' </summary>
<TagField("killed enemy floodcombat cm", 16, 10)>
Public killed_enemy_floodcombat_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy flood carrier form
''' </summary>
<TagField("killed enemy floodcarrier", 16, 10)>
Public killed_enemy_floodcarrier as New TAG_REFERENCE

''' <summary>
''' killed an enemy flood carrier form: comment from a friend
''' </summary>
<TagField("killed enemy floodcarrier cm", 16, 10)>
Public killed_enemy_floodcarrier_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy sentinel
''' </summary>
<TagField("killed enemy sentinel", 16, 10)>
Public killed_enemy_sentinel as New TAG_REFERENCE

''' <summary>
''' killed an enemy sentinel: comment from a friend
''' </summary>
<TagField("killed enemy sentinel cm", 16, 10)>
Public killed_enemy_sentinel_cm as New TAG_REFERENCE

''' <summary>
''' killed an enemy with bullets
''' </summary>
<TagField("killed enemy bullet", 16, 10)>
Public killed_enemy_bullet as New TAG_REFERENCE

''' <summary>
''' killed an enemy with needles
''' </summary>
<TagField("killed enemy needler", 16, 10)>
Public killed_enemy_needler as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a plasma bolt
''' </summary>
<TagField("killed enemy plasma", 16, 10)>
Public killed_enemy_plasma as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a sniper weapon
''' </summary>
<TagField("killed enemy sniper", 16, 10)>
Public killed_enemy_sniper as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a grenade
''' </summary>
<TagField("killed enemy grenade", 16, 10)>
Public killed_enemy_grenade as New TAG_REFERENCE

''' <summary>
''' killed an enemy with an explosive weapon
''' </summary>
<TagField("killed enemy explosion", 16, 10)>
Public killed_enemy_explosion as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a melee weapon
''' </summary>
<TagField("killed enemy melee", 16, 10)>
Public killed_enemy_melee as New TAG_REFERENCE

''' <summary>
''' killed an enemy with flamethrower
''' </summary>
<TagField("killed enemy flame", 16, 10)>
Public killed_enemy_flame as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a shotgun
''' </summary>
<TagField("killed enemy shotgun", 16, 10)>
Public killed_enemy_shotgun as New TAG_REFERENCE

''' <summary>
''' killed an enemy by hitting them with a vehicle
''' </summary>
<TagField("killed enemy vehicle", 16, 10)>
Public killed_enemy_vehicle as New TAG_REFERENCE

''' <summary>
''' killed an enemy with a fixed weapon
''' </summary>
<TagField("killed enemy mountedweapon", 16, 10)>
Public killed_enemy_mountedweapon as New TAG_REFERENCE

''' <summary>
''' we are on a killing spree
''' </summary>
<TagField("killing spree", 16, 10)>
Public killing_spree as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_14 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_15 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_16 as Byte()

''' <summary>
''' responses to a friendly player killing an enemy nearby
''' </summary>
#End Region
#Region "player kill responses"

''' <summary>
''' response to the player killing an enemy
''' </summary>
<TagField("player kill cm", 16, 10)>
Public player_kill_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with bullets
''' </summary>
<TagField("player kill bullet cm", 16, 10)>
Public player_kill_bullet_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with needles
''' </summary>
<TagField("player kill needler cm", 16, 10)>
Public player_kill_needler_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with a plasma bolt
''' </summary>
<TagField("player kill plasma cm", 16, 10)>
Public player_kill_plasma_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with a sniper weapon
''' </summary>
<TagField("player kill sniper cm", 16, 10)>
Public player_kill_sniper_cm as New TAG_REFERENCE

''' <summary>
''' response to _anyone_ killing an enemy with a grenade
''' </summary>
<TagField("anyone kill grenade cm", 16, 10)>
Public anyone_kill_grenade_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with an explosive weapon
''' </summary>
<TagField("player kill explosion cm", 16, 10)>
Public player_kill_explosion_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with a melee weapon
''' </summary>
<TagField("player kill melee cm", 16, 10)>
Public player_kill_melee_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with flamethrower
''' </summary>
<TagField("player kill flame cm", 16, 10)>
Public player_kill_flame_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with a shotgun
''' </summary>
<TagField("player kill shotgun cm", 16, 10)>
Public player_kill_shotgun_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy by hitting them with a vehicle
''' </summary>
<TagField("player kill vehicle cm", 16, 10)>
Public player_kill_vehicle_cm as New TAG_REFERENCE

''' <summary>
''' response to the player killing an enemy with a fixed weapon
''' </summary>
<TagField("player kill mountedweapon cm", 16, 10)>
Public player_kill_mountedweapon_cm as New TAG_REFERENCE

''' <summary>
''' response to the player going on a killing spree
''' </summary>
<TagField("player killling spree cm", 16, 10)>
Public player_killling_spree_cm as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_17 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_18 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_19 as Byte()

''' <summary>
''' 
''' </summary>
#End Region
#Region "friends dying"

''' <summary>
''' a friendly AI died
''' </summary>
<TagField("friend died", 16, 10)>
Public friend_died as New TAG_REFERENCE

''' <summary>
''' a friendly player died
''' </summary>
<TagField("friend player died", 16, 10)>
Public friend_player_died as New TAG_REFERENCE

''' <summary>
''' a friend died from friendly fire
''' </summary>
<TagField("friend killed by friend", 16, 10)>
Public friend_killed_by_friend as New TAG_REFERENCE

''' <summary>
'''  friend died from player's friendly fire
''' </summary>
<TagField("friend killed by friendly player", 16, 10)>
Public friend_killed_by_friendly_player as New TAG_REFERENCE

''' <summary>
''' a friend died from enemy fire
''' </summary>
<TagField("friend killed by enemy", 16, 10)>
Public friend_killed_by_enemy as New TAG_REFERENCE

''' <summary>
'''  friend died from an enemy player
''' </summary>
<TagField("friend killed by enemy player", 16, 10)>
Public friend_killed_by_enemy_player as New TAG_REFERENCE

''' <summary>
''' a friend died from covenant fire
''' </summary>
<TagField("friend killed by covenant", 16, 10)>
Public friend_killed_by_covenant as New TAG_REFERENCE

''' <summary>
''' a friend died from the flood
''' </summary>
<TagField("friend killed by flood", 16, 10)>
Public friend_killed_by_flood as New TAG_REFERENCE

''' <summary>
''' a friend died from sentinel fire
''' </summary>
<TagField("friend killed by sentinel", 16, 10)>
Public friend_killed_by_sentinel as New TAG_REFERENCE

''' <summary>
''' a friend was deliberately killed by an ally that we don't trust (e.g. player killed a marine)
''' </summary>
<TagField("friend betrayed", 16, 10)>
Public friend_betrayed as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_20 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_21 as Byte()

''' <summary>
''' vocalizations that can be played even if a friend is talking
''' </summary>
#End Region
#Region "shouting"

''' <summary>
''' see an enemy and we have not previously been in combat
''' </summary>
<TagField("new combat alone", 16, 10)>
Public new_combat_alone as New TAG_REFERENCE

''' <summary>
''' see a new enemy and we have recently been in combat
''' </summary>
<TagField("new enemy recent combat", 16, 10)>
Public new_enemy_recent_combat as New TAG_REFERENCE

''' <summary>
''' see an enemy that we are currently looking for
''' </summary>
<TagField("old enemy sighted", 16, 10)>
Public old_enemy_sighted as New TAG_REFERENCE

''' <summary>
''' unexpectedly encounters enemy (behind or to the side)
''' </summary>
<TagField("unexpected enemy", 16, 10)>
Public unexpected_enemy as New TAG_REFERENCE

''' <summary>
''' unexpectedly finds a dead body of a friend
''' </summary>
<TagField("dead friend found", 16, 10)>
Public dead_friend_found as New TAG_REFERENCE

''' <summary>
''' we decide that a former ally is now a traitor
''' </summary>
<TagField("alliance broken", 16, 10)>
Public alliance_broken as New TAG_REFERENCE

''' <summary>
''' we forgive a traitor and make him our friend again
''' </summary>
<TagField("alliance reformed", 16, 10)>
Public alliance_reformed as New TAG_REFERENCE

''' <summary>
''' throwing a grenade
''' </summary>
<TagField("grenade throwing", 16, 10)>
Public grenade_throwing as New TAG_REFERENCE

''' <summary>
''' see an enemy grenade
''' </summary>
<TagField("grenade sighted", 16, 10)>
Public grenade_sighted as New TAG_REFERENCE

''' <summary>
''' alerted by a grenade bouncing near us
''' </summary>
<TagField("grenade startle", 16, 10)>
Public grenade_startle as New TAG_REFERENCE

''' <summary>
''' in danger from an enemy grenade
''' </summary>
<TagField("grenade danger enemy", 16, 10)>
Public grenade_danger_enemy as New TAG_REFERENCE

''' <summary>
''' in danger from your own grenade
''' </summary>
<TagField("grenade danger self", 16, 10)>
Public grenade_danger_self as New TAG_REFERENCE

''' <summary>
''' in danger from a friendly grenade (not our own)
''' </summary>
<TagField("grenade danger friend", 16, 10)>
Public grenade_danger_friend as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_22 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_23 as Byte()

''' <summary>
''' vocalizations that require friends
''' </summary>
#End Region
#Region "group communication"

''' <summary>
''' reply to a nearby friend who alerted us to an enemy
''' </summary>
<TagField("new combat group re", 16, 10)>
Public new_combat_group_re as New TAG_REFERENCE

''' <summary>
''' reply to a distant friend who alerted us to an enemy
''' </summary>
<TagField("new combat nearby re", 16, 10)>
Public new_combat_nearby_re as New TAG_REFERENCE

''' <summary>
''' alert a friend who is in a noncombat state
''' </summary>
<TagField("alert friend", 16, 10)>
Public alert_friend as New TAG_REFERENCE

''' <summary>
''' alerted by a friend when in a noncombat state
''' </summary>
<TagField("alert friend re", 16, 10)>
Public alert_friend_re as New TAG_REFERENCE

''' <summary>
''' alert friends that target was not at expected location
''' </summary>
<TagField("alert lost contact", 16, 10)>
Public alert_lost_contact as New TAG_REFERENCE

''' <summary>
''' alert friends that target was not at expected location: response
''' </summary>
<TagField("alert lost contact re", 16, 10)>
Public alert_lost_contact_re as New TAG_REFERENCE

''' <summary>
''' friend is blocking us from moving or firing
''' </summary>
<TagField("blocked", 16, 10)>
Public blocked as New TAG_REFERENCE

''' <summary>
''' friend is blocking us from moving or firing: response
''' </summary>
<TagField("blocked re", 16, 10)>
Public blocked_re as New TAG_REFERENCE

''' <summary>
''' starting to search
''' </summary>
<TagField("search start", 16, 10)>
Public search_start as New TAG_REFERENCE

''' <summary>
''' asking searchers whether they have found anything
''' </summary>
<TagField("search query", 16, 10)>
Public search_query as New TAG_REFERENCE

''' <summary>
''' asking searchers whether they have found anything: response
''' </summary>
<TagField("search query re", 16, 10)>
Public search_query_re as New TAG_REFERENCE

''' <summary>
''' searcher reporting that an area is clear
''' </summary>
<TagField("search report", 16, 10)>
Public search_report as New TAG_REFERENCE

''' <summary>
''' searcher giving up on search
''' </summary>
<TagField("search abandon", 16, 10)>
Public search_abandon as New TAG_REFERENCE

''' <summary>
''' search coordinator giving up on search
''' </summary>
<TagField("search group abandon", 16, 10)>
Public search_group_abandon as New TAG_REFERENCE

''' <summary>
''' starting to uncover target with friend
''' </summary>
<TagField("group uncover", 16, 10)>
Public group_uncover as New TAG_REFERENCE

''' <summary>
''' starting to uncover target: response
''' </summary>
<TagField("group uncover re", 16, 10)>
Public group_uncover_re as New TAG_REFERENCE

''' <summary>
''' our platoon starts to attack or advance
''' </summary>
<TagField("advance", 16, 10)>
Public advance as New TAG_REFERENCE

''' <summary>
''' our platoon starts to attack or advance: response
''' </summary>
<TagField("advance re", 16, 10)>
Public advance_re as New TAG_REFERENCE

''' <summary>
''' our platoon starts to defend or retreat
''' </summary>
<TagField("retreat", 16, 10)>
Public retreat as New TAG_REFERENCE

''' <summary>
''' our platoon starts to defend or retreat: response
''' </summary>
<TagField("retreat re", 16, 10)>
Public retreat_re as New TAG_REFERENCE

''' <summary>
''' telling friends to seek cover
''' </summary>
<TagField("cover", 16, 10)>
Public cover as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_24 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_25 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_26 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_27 as Byte()

''' <summary>
''' vocalizations that don't require friends
''' </summary>
#End Region
#Region "actions"

''' <summary>
''' sighted a new friendly player
''' </summary>
<TagField("sighted friend player", 16, 10)>
Public sighted_friend_player as New TAG_REFERENCE

''' <summary>
''' shooting at an enemy
''' </summary>
<TagField("shooting", 16, 10)>
Public shooting as New TAG_REFERENCE

''' <summary>
''' shooting from a vehicle at an enemy
''' </summary>
<TagField("shooting vehicle", 16, 10)>
Public shooting_vehicle as New TAG_REFERENCE

''' <summary>
''' shooting at an enemy while berserk
''' </summary>
<TagField("shooting berserk", 16, 10)>
Public shooting_berserk as New TAG_REFERENCE

''' <summary>
''' shooting at a group of enemies
''' </summary>
<TagField("shooting group", 16, 10)>
Public shooting_group as New TAG_REFERENCE

''' <summary>
''' shooting at a traitorous player
''' </summary>
<TagField("shooting traitor", 16, 10)>
Public shooting_traitor as New TAG_REFERENCE

''' <summary>
''' taunting the enemy
''' </summary>
<TagField("taunt", 16, 10)>
Public taunt as New TAG_REFERENCE

''' <summary>
''' taunted by an enemy: response
''' </summary>
<TagField("taunt re", 16, 10)>
Public taunt_re as New TAG_REFERENCE

''' <summary>
''' fleeing in panic
''' </summary>
<TagField("flee", 16, 10)>
Public flee as New TAG_REFERENCE

''' <summary>
''' fleeing in panic: response
''' </summary>
<TagField("flee re", 16, 10)>
Public flee_re as New TAG_REFERENCE

''' <summary>
''' fleeing in panic because our leaders are all dead
''' </summary>
<TagField("flee leader died", 16, 10)>
Public flee_leader_died as New TAG_REFERENCE

''' <summary>
''' unable to flee because a leader is nearby
''' </summary>
<TagField("attempted flee", 16, 10)>
Public attempted_flee as New TAG_REFERENCE

''' <summary>
''' unable to flee because a leader is nearby - response
''' </summary>
<TagField("attempted flee re", 16, 10)>
Public attempted_flee_re as New TAG_REFERENCE

''' <summary>
''' target was not at expected location
''' </summary>
<TagField("lost contact", 16, 10)>
Public lost_contact as New TAG_REFERENCE

''' <summary>
''' stops hiding and pursues target
''' </summary>
<TagField("hiding finished", 16, 10)>
Public hiding_finished as New TAG_REFERENCE

''' <summary>
''' enters vehicle
''' </summary>
<TagField("vehicle entry", 16, 10)>
Public vehicle_entry as New TAG_REFERENCE

''' <summary>
''' exits vehicle
''' </summary>
<TagField("vehicle exit", 16, 10)>
Public vehicle_exit as New TAG_REFERENCE

''' <summary>
''' excited while in vehicle (big air, etc)
''' </summary>
<TagField("vehicle woohoo", 16, 10)>
Public vehicle_woohoo as New TAG_REFERENCE

''' <summary>
''' scared while in vehicle (imminent crash)
''' </summary>
<TagField("vehicle scared", 16, 10)>
Public vehicle_scared as New TAG_REFERENCE

''' <summary>
''' riding in a vehicle and the driver collides with something
''' </summary>
<TagField("vehicle collision", 16, 10)>
Public vehicle_collision as New TAG_REFERENCE

''' <summary>
''' saw something suspicious but not sure it was an enemy
''' </summary>
<TagField("partially sighted", 16, 10)>
Public partially_sighted as New TAG_REFERENCE

''' <summary>
''' decided that a suspicious sighting was nothing after all
''' </summary>
<TagField("nothing there", 16, 10)>
Public nothing_there as New TAG_REFERENCE

''' <summary>
''' pleading for the player to spare our pitiable lives
''' </summary>
<TagField("pleading", 16, 10)>
Public pleading as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_28 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_29 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_30 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_31 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_32 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_33 as Byte()

''' <summary>
''' vocalizations that interrupt our talking
''' </summary>
#End Region
#Region "exclamations"

''' <summary>
''' surprised by an enemy, noise, body or weapon impact
''' </summary>
<TagField("surprise", 16, 10)>
Public surprise as New TAG_REFERENCE

''' <summary>
''' went berserk
''' </summary>
<TagField("berserk", 16, 10)>
Public berserk as New TAG_REFERENCE

''' <summary>
''' attacked an enemy in melee
''' </summary>
<TagField("melee attack", 16, 10)>
Public melee_attack as New TAG_REFERENCE

''' <summary>
''' dove away from danger or into cover
''' </summary>
<TagField("dive", 16, 10)>
Public dive as New TAG_REFERENCE

''' <summary>
''' leapt out of corner to uncover a suspected target
''' </summary>
<TagField("uncover exclamation", 16, 10)>
Public uncover_exclamation as New TAG_REFERENCE

''' <summary>
''' begin a leap attack
''' </summary>
<TagField("leap attack", 16, 10)>
Public leap_attack as New TAG_REFERENCE

''' <summary>
''' arise and return to life
''' </summary>
<TagField("resurrection", 16, 10)>
Public resurrection as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_34 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_35 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_36 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_37 as Byte()

''' <summary>
''' vocalizations that immediately follow combat
''' </summary>
#End Region
#Region "post-combat actions"

''' <summary>
''' all enemies defeated
''' </summary>
<TagField("celebration", 16, 10)>
Public celebration as New TAG_REFERENCE

''' <summary>
''' post-combat checking an enemy's dead body
''' </summary>
<TagField("check body enemy", 16, 10)>
Public check_body_enemy as New TAG_REFERENCE

''' <summary>
''' post-combat checking a friend's dead body
''' </summary>
<TagField("check body friend", 16, 10)>
Public check_body_friend as New TAG_REFERENCE

''' <summary>
''' post-combat shooting an enemy's dead body
''' </summary>
<TagField("shooting dead enemy", 16, 10)>
Public shooting_dead_enemy as New TAG_REFERENCE

''' <summary>
''' post-combat shooting an enemy player's dead body
''' </summary>
<TagField("shooting dead enemy player", 16, 10)>
Public shooting_dead_enemy_player as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_38 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_39 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_40 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_41 as Byte()

''' <summary>
''' vocalizations that immediately follow combat
''' </summary>
#End Region
#Region "post-combat chatter"

''' <summary>
''' post-combat all friends killed
''' </summary>
<TagField("alone", 16, 10)>
Public alone as New TAG_REFERENCE

''' <summary>
''' post-combat we were not hurt
''' </summary>
<TagField("unscathed", 16, 10)>
Public unscathed as New TAG_REFERENCE

''' <summary>
''' post-combat we were badly hurt
''' </summary>
<TagField("seriously wounded", 16, 10)>
Public seriously_wounded as New TAG_REFERENCE

''' <summary>
''' post-combat replying to a friend who was badly hurt
''' </summary>
<TagField("seriously wounded re", 16, 10)>
Public seriously_wounded_re as New TAG_REFERENCE

''' <summary>
''' post-combat our friends took heavy casualties
''' </summary>
<TagField("massacre", 16, 10)>
Public massacre as New TAG_REFERENCE

''' <summary>
''' post-combat reply: our friends took heavy casualties
''' </summary>
<TagField("massacre re", 16, 10)>
Public massacre_re as New TAG_REFERENCE

''' <summary>
''' post-combat our friends kicked alien ass
''' </summary>
<TagField("rout", 16, 10)>
Public rout as New TAG_REFERENCE

''' <summary>
''' post-combat reply: our friends kicked alien ass
''' </summary>
<TagField("rout re", 16, 10)>
Public rout_re as New TAG_REFERENCE

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_42 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_43 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_44 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 16, -1)>
Public padding_45 as Byte()

''' <summary>
''' 
''' </summary>
<TagField("", 752, -1)>
Public padding_46 as Byte()
#End Region

End Class
